World of Future Darkness World of Future Darkness World of Future Darkness World of Future Darkness Cybernetics Guide Cybernetics Guide Cybernetics Guide Cybernetics Guide

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World of Future DarknessWorld of Future DarknessWorld of Future DarknessWorld of Future Darkness
Cybernetics GuideCybernetics GuideCybernetics GuideCybernetics Guide

Converted for use by Trinity. by Brian-Joseph Baker (DARKTOMORROWS@GMAIL.COM)

These Cybernetics rules were converted from pages 72 to 80 of the Cyberpunk 2020 core book.
Interior Art: Travis Jones


"At first, the victim begins to relate more to machines than to humans. Soon, he starts to ignore people--parents, friends, lovers. Eating, sleeping all
become less important. Finally, human interactions begin to irritate, culminating in a terrifying rage that consumes the victim entirely."
--Directly from Cyberpunk 2020


Humanity Index: Almost every cybernetic, biogenetic, or nanotech implant takes a toll on the humanity of the individual. The more meat that is
replaced with metal and plastic, the more distanced from the rest of humanity they become. The measuring of this distancing is a PC's Humanity
Index. A PC's Humnaity Index is determined by a multiplying a characters Conscience + Self Control x 10. This means that if you have four Humanity
traits, you have a Humanity Index of 80. Humanity loss is not a simple thing as nobody reacts quite the same to these invasive procedures. Every 20
points of a PCs Humanity Index he or she loses costs the player a Humanity trait. This can only be bought back at double cost to show the extended
psychotherapy involved in adjusting the person to their now altered existence.

Each Cybernetic Implant has a Humanity Index cost that is listed along with the Implant. A small chance exists that a person's body will not react kindly
to cyberware, resulting in CIRS. CIRS stands for Cybernetic Implant Rejection Syndrome. It is similar in effect to transplant rejection but can
sometimes have serious mental and physical side effects that may or may not be possible to cure with extensive psychotherapy and gene therapy. It is
an ongoing painful ordeal until cured.

*Note - Cybernetic Implants mimic effects similar to the benefits gained from certain Merits. The benefits gained from those Merits stack upon the
benefits gained from the implants.

Surgical Risk Level (SRL): This is the level of risk that a Player
Character must deal with whenever a cybernetic implant is being added
to their body.

Surgical Risk Levels

Alpha: The Storyteller NPC or Player Character must Win or Tie in a
Cybernetic Medicine Test to add the cybernetic augmentation
Beta: The Storyteller NPC or Player Character must Win in a Cybernetic
Medicine Test against a difficulty of half the patient’s stamina based traits
or the cybernetic implant is rejected and the patient takes 2 levels of
lethal damage.
Sigma: The Storyteller NPC or Player Character must Win in a
Cybernetic Medicine Test against a difficulty of the patient’s stamina
based traits or the cybernetic implant is rejected and the patient takes 3
levels of lethal damage.
Zeta: The Storyteller NPC or Player Character must Win in a Cybernetic
Medicine Test against a difficulty of 10 Traits or the cybernetic implant is
rejected and the patient takes 5 levels of lethal damage and the patient
must Win in a physical test against their total stamina-based traits or die
on the operating table.

Cybernetic Categories:

Fashionware: Appearance and Cosmetic Cyberware
Neuralware: This is the processor that is required for any cybernetic
systems.
Ability Chips : These are skills encoded into cybernetic chips; Memory &
Reflex
Implants: Cyberware placed in the body.
Bioware: Biological based enhancements.
Cyberweapons: Implanted body weapons.
CyberOptic: BASIC EYE MODULE (add up to 4 options per eye)
CyberAudio: BASIC HEARING MODULE. No option limit
CyberArm: STANDARD ARM REPLACEMENT ( 4 options allowed.)
CyberLeg: STANDARD LEG REPLACEMENT ( 3 options allowed.)
Cyber Hands & Feet: ATTACH TO CYBERLIMBS
Built-Ins: BUILT INTO CYBERLIMBS



2222
Cybernetic Type
Cybernetic
Category
Humanity
Loss
Surgical
Risk Level
Required
Resource
Level
Required
Influence
Level
Bonus
Traits
Damage/Function
Biomonitor
FASHIONWARE
1
ALPHA
3
Health 3
+2
+2 Traits to Resist Torture
and Drugs
Skinwatch
FASHIONWARE
1
ALPHA
3
Health 3
N/A
Subdermal timepiece
Light Tatoo
FASHIONWARE
0.5
ALPHA
3
Health 3
N/A
Decorative tatoo
Shift-tacts
FASHIONWARE
0.5
ALPHA
3
Health 3
N/A
Color changing contact
lenses
ChemSkins
FASHIONWARE
3
ALPHA
3
Health 3
N/A
Color/pattern changing
skin tints
Synthskins
FASHIONWARE
3
ALPHA
3
Health 3
N/A
Color/pattern changing
artificial skin
Techhair
FASHIONWARE
3
ALPHA
3
Health 3
N/A
Color/light emitting
artificial hair
NEURALWARE (Processor)
NEURALWARE
3
BETA
3
Underworld 3
N/A
Basic Processor. Must
have for all systems.

Kerenzikov Boosterware

NEURALWARE

6 per
level

ALPHA

3

Underworld 3

+1

+1 Trait per level bought
to all Initiatives involving
Physical challenges
Speedware (Sandevistan)
NEURALWARE
3
ALPHA
3
Underworld 3
+3
+3 Traits to all Initiatives
involving Physical
Challenges for the next 5
turns
Tactile Boost
NEURALWARE
2
ALPHA
3
Underworld 3
+1
Increased Sensitivity, +1
Trait to all perception
based challenges
Olifactory Boost
NEURALWARE
2
ALPHA
3
Underworld 3
+1
Increased Perception vis
smell by +1 Trait. Allows
scent tracking.
Pain Editor
NEURALWARE
6
ALPHA
3
Underworld 3
N/A
Tunes out hot, cold, pain.
Ignore Wound penalties
due to injury.
VR Deck Link
NEURALWARE
1
ALPHA
3
Underworld 4
N/A
Allows direct connection to
a VR Deck.
Vehicle Link
NEURALWARE
2
ALPHA
3
Underworld 4
+1
For direct vehicle
operation only
Smartgun Link
NEURALWARE
2
ALPHA
3
Underworld 4
+1
For direct smartweapon
operation. +1 Trait to
smartweapon challenges.
Machine/Tech Link
NEURALWARE
2
ALPHA
3
Underworld 4
+1
Allows control of
autofactories, large &
small machines.
DataTerm Link
NEURALWARE
2
BETA
3
Underworld 4
N/A
Allows downloading from
DataTerms to internal
memory.
Interface plugs
NEURALWARE
3/pair
BETA
3
Underworld 4
N/A
Allows direct connection to
smart weapons, vehicles.

Ability Chips: Reflex

NEURALWARE

0

--

3 for level 1
4 for level 2
5 for level 3

Underworld 3

N/A

Chips Dexterity based
Abilities, Tech Skills
requiring manipulation

















3333
Ability Chips: Memory
NEURALWARE
0
--
2 for level 1
3 for level 2
4 for level 3
Underworld 3
N/A
Chips Mental and other
cognitive Abilities,
databases.
Chipware Socket
NEURALWARE
3
ALPHA
3
Underworld 4
N/A
Allows up to 10 Chips to
be loaded
Nasal Filters
IMPLANTS
2
BETA
3
Underworld 4
+2
+ 2 Traits against toxic
gases, fumes. Based
attacks.
Gills
IMPLANTS
9
SIGMA
5
Underworld 5
N/A
Water breathing system,
good for 4 hours
Independent Air Supply
IMPLANTS
6
SIGMA
4
Underworld 4
N/A
Good for 25 minutes
Mr. Studd Sexual Implant
IMPLANTS
6
SIGMA
3
Health 3
N/A
All night, every night. And
she'll never know
Contraceptive Implant
IMPLANTS
0.5
ALPHA
3
Health 3
N/A
Good for 5 years. 98%
effective
SubDermal Pocket
IMPLANTS
6
BETA
3
Underworld 4
N/A
2" x 4" space with
Realskinn zipper
Adrenal Booster
IMPLANTS
6
BETA
4
Underworld 4
+1
+1 Everyman Action,
Dexterity related Physical
Trait for 7 rounds, 3x/day.
Subdermal Armor
IMPLANTS
6
ZETA
5
Underworld 4
N/A
+1 Health Level at Healthy
on Torso
Motion Detector
IMPLANTS
6
BETA
4
Underworld 4
N/A
Detects motion in a
20sq/m area.
Digital Recorder
IMPLANTS
2
BETA
4
Underworld 4
N/A
2 hrs storage from any
digital source
Audio/Video Tape Recorder
IMPLANTS
2
BETA
4
Underworld 4
N/A
2 hrs storage from video,
audio links
Radar Sensor
IMPLANTS
2
BETA
4
Underworld 4
N/A
100m range radar. Must
have cyberoptic.
Sonar Implant
IMPLANTS
2
BETA
4
Underworld 4
N/A
50m range sonar. For
water only.
Radiation Detector
IMPLANTS
2
BETA
4
Underworld 4
N/A
10m range.
Chemical Analyser
IMPLANTS
2
BETA
4
Underworld 4
N/A
5m range.
Voice Synthesizer
IMPLANTS
3
BETA
4
Underworld 4
N/A
Can mimic any recorded
sound, up to 10 sounds.
AudioVox
IMPLANTS
6
BETA
4
Underworld 4
+2
Vocal synthesizer for
special effects. +2 Traits
to Performance
Grafted Muscle
BIOWARE
6
SIGMA
5
Underworld 5
Brutal
Gain Brutal
Muscle and Bone Lace
BIOWARE
3
ALPHA
5
Underworld 5
Tough
Gain Tough
Skin Weave
BIOWARE
6
ALPHA
3 for level 1
4 for level 2
5 for level 3
Underworld 5
N/A
1 Health Level per level
vs. Bashing or Lethal.
Maximum 3 levels.
Enhanced Antibodies
BIOWARE
3
ALPHA
4
Underworld 4
N/A
Improve Healing; 2 wound
levels per day
Toxin Binders
BIOWARE
3
ALPHA
4
Underworld 4
+2
+2 Stamina Traits to resist
drugs

Nanosurgeons

BIOWARE

3

ALPHA

5

Underworld 5

N/A

May heal 1 Bashing every
20 minutes, 1 Lethal every
hour, or 1 Aggravated
every 1 day. Needs
Neuroprocesser.









4444
Scratchers
CYBERWEAPON
6
ALPHA
5
Underworld 5
+1
Body Weapon (hands) +1
Trait to resolve ties, 1
level of Lethal
Implanted Fangs
(Vampires)
CYBERWEAPON
9
ALPHA
5
Underworld 5
+1
Body Weapon (hands) +1
Trait to resolve ties, 1
level of Lethal
Rippers
CYBERWEAPON
9
BETA
5
Underworld 5
+2
Body Weapon (hands) +2
Traits to resolve ties, 1
level of Lethal, Negative:
Short


Wolvers


CYBERWEAPON


10


BETA


5


Underworld 5


+3


Body Weapon (hands) +3
Traits to resolve ties, 2
levels of Lethal, Negative:
Short
Big Knucks
CYBERWEAPON
9
BETA
5
Underworld 5
+3
Body Weapon (hands) +3
Traits to resolve ties, 3
levels of Lethal, Negative:
Short
Slice N' Dice
CYBERWEAPON
9
BETA
5
Underworld 5
+0
Body Weapon (hands) 3
levels of Lethal, Negative:
Short
Cybersnake
CYBERWEAPON
12
SIGMA
5
Underworld 5
+0
Cyberweapon, self
controlling, 2 levels of
Bashing
CYBEROPTIC
CYBEROPTIC
6
SIGMA
5
Underworld 5
or Health 4
+0
BASIC EYE MODULE
(add up to 4 options per
eye)
Color Shift
CYBEROPTIC
0.5
ALPHA
3
Underworld 5
or Health 4
+0
Allows color changes,
special fashion effects
Image Enhancement
CYBEROPTIC
1
ALPHA
3
Underworld 5
or Health 4
+1
+1 Trait when using visual
search
Targeting Scope
CYBEROPTIC
2
ALPHA
5
Underworld 5
+1
+1 Trait on all smartgun
attacks
Times Square Marquee
CYBEROPTIC
1
ALPHA
5
Underworld 5
+0
LED Screen in vision field
for messages
Teleoptics
CYBEROPTIC
0.5
ALPHA
3
Underworld 5
or Health 4
+0
Telescope ability to 20x
Micro-optics
CYBEROPTIC
0.5
ALPHA
3
Underworld 5
or Health 4
+0
Microscope
Anti Dazzle
CYBEROPTIC
0.5
ALPHA
3
Underworld 5
or Health 4
+0
Immune to flash, laser
blinding
Low Lite
CYBEROPTIC
0.5
ALPHA
3
Underworld 5
or Health 4
+0
See in dim light, almost
total darkness
Thermograph sensor
CYBEROPTIC
1
ALPHA
5
Underworld 5
+0
See heat patterns,
temperature readings
Infrared
CYBEROPTIC
1
ALPHA
5
Underworld 5
+0
See in total darkness,
using heat emissions
Ultraviolet
CYBEROPTIC
1
ALPHA
5
Underworld 5
+0
See in darkness, using UV
flash
MicroVideo Optic
CYBEROPTIC
0.5
ALPHA
5
Underworld 5
+0
Video record up to 20min
(takes 2 option spaces)

















5555
DigitalCamera
CYBEROPTIC
0.5
ALPHA
4
Underworld 5
+0
Digital Camera, shoots up
to 20 images (as 2
options)
Dartgun
CYBEROPTIC
2
ALPHA
5
Underworld 5
+0
Poison weapon (takes 3
option spaces) Holds 1
dart.
CYBERAUDIO
CYBERAUDIO
6
BETA
5
Underworld 5
or Health 4
+0
BASIC HEARING
MODULE. No option limit
Amplified Hearing
CYBERAUDIO
1
ALPHA
3
Underworld 5
or Health 4
+1
+1 Trait relating to all
Hearing based Mental
Challenges.
Radio Link
CYBERAUDIO
1
ALPHA
5
Underworld 5
+0
Radio communication up
to 1 mile.

Phone Splice

CYBERAUDIO

1

ALPHA

5

Underworld 5

+0

Full Cellular
communication (large city
only)
Scrambler
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Cannot overhear
communications w/o
descrambler.
Bug Detector
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Detect taps, bugs up to
3m.
Voice Stress Analyser
CYBERAUDIO
1
ALPHA
5
Underworld 5
+1
Lie detector. +1 Trait to
Perception based Mental
Challenges, to Subterfuge
Challenges.
Sound Editing
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+1
+1 Trait to Investigation
Challenges to overhear
one specific conversation.
Enhanced Hearing Range
CYBERAUDIO
2
ALPHA
5
Underworld 5
+0
Ability to hear supersonic,
subsonic ranges.
Wearman
CYBERAUDIO
0.5
ALPHA
4
Underworld 5
+0
Stereo music system
Radar Detector
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Beeps if radar beam is
encountered, fixes source
Homing Tracer
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Can follow tracer up to 1
km distant.
Tight Beam Radio Link
CYBERAUDIO
1
ALPHA
5
Underworld 5
+0
Allows untappable radio
comm. within line of sight.
Wide Band Radio Scanner
CYBERAUDIO
2
ALPHA
5
Underworld 5
+0
Will pick up all
transmissions on all
bands. A scanner.
Micro-recorder Link
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Transmits to recorder in
body or via plugs.
Digital Recording Link
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Transmits sounds to a
digital recorder.
Level Damper
CYBERAUDIO
0.5
ALPHA
5
Underworld 5
+0
Automatic noise
compensation.
CYBERARM
CYBERARM
6
ZETA
5
Underworld 5
or Health 5
+0
STANDARD ARM
REPLACEMENT ( 4
options allowed.)
CYBERLEG
CYBERLEG
6
ZETA
5
Underworld 5
or Health 5
+0
STANDARD LEG
REPLACEMENT ( 3
options allowed.)
Quick Change Mount
CYBERLIMB
2
ALPHA
5
Underworld 5
+0
Allows 1 turn changing of
cyberwear.

6666
Hydraulic Rams
CYBERLIMB
3
ALPHA
5
Underworld 5
+0
+2 Health Levels in that
limb, 3 Levels of Lethal
Damage from Hydraulic
Rams
Thickened Myomar
CYBERLIMB
2
ALPHA
5
Underworld 5
+0
+2 Health Levels in that
limb, 2x normal damage.
+50% on leaps; win on
ties.
Reinforced Joints
CYBERLIMB
1
ALPHA
5
Underworld 5
or Health 5
+0
Win on ties to resist
damage to limb.
Artificial Shoulder Mount
CYBERLIMB
6
ZETA
5
Underworld 5
+0
Mount extra arms (2)
below first set. 1 only.
Microwave/EMP Shielding
CYBERLIMB
1
ALPHA
5
Underworld 5
+0
Limb is unaffected by
Microwave side effects.
Plastic Covering
CYBERLIMB
1
ALPHA
5
Underworld 5
or Health 4
+0
In colors, transparent,
etc,...
RealSkinn
CYBERLIMB
0
ALPHA
5
Underworld 5
or Health 5
+0
Limb looks real. Lowers
Humanity Cost by 3
Superchrome
CYBERLIMB
3
ALPHA
5
Underworld 5
+0
Highgloss metallic
covering.
Armor
CYBERLIMB
3
ALPHA
5
Underworld 5
+0
Armors Cyberlimb, adding
2 Health Levels at
Healthy.
HANDS & FEET
CYBERLIMB
0
---
---
---
+0
ATTACH TO
CYBERLIMBS
Standard Hand
CYBERLIMB
0
ALPHA
5
Underworld 5
or Health 5
+0
Resembles normal hand
Ripper Hand
CYBERLIMB
6
ALPHA
5
Underworld 5
+0
Standard hand with
rippers built in.
HammerHand
CYBERLIMB
6
ALPHA
5
Underworld 5
+0
Hydraulic Ram fist does 3
Levels of Lethal Damage.
BuzzHand
CYBERLIMB
6
ALPHA
5
Underworld 5
+0
Wire circular saw 2 Levels
of Lethal with a Simple
Test for a 3
rd
level of
Lethal Damage, soft armor
reduced.
Tool Hand
CYBERLIMB
2
ALPHA
5
Underworld 5
+0
Fingers contain
screwdriver, wrench, small
drill, etc,...
Grapple Hand
CYBERLIMB
3
ALPHA
5
Underworld 5
+0
Extends rocket-propelled
grapple, 100' line. 1 Level
of Lethal Damage.
Extension Hand
CYBERLIMB
2
ALPHA
5
Underworld 5
+0
Hand extends on
controllable sleeve up to
1m.
Spike Hand
CYBERLIMB
6
ALPHA
5
Underworld 5
+0
Palm spike extends thru
fingers. 2 Levels of Lethal
/Armor Piercing Damage.
Modular Hand
CYBERLIMB
2
ALPHA
5
Underworld 5
+0
Choose any 4 modular
tools.
Standard Foot
CYBERLIMB
0
ALPHA
5
Underworld 5
or Health 5
+0
Resembles normal foot.
Talon Foot
CYBERLIMB
6
ALPHA
5
Underworld 5
+0
Extends toe blades. 2
Levels of Lethal Damage.









7777
Tool Foot
CYBERLIMB
2
ALPHA
5
Underworld 5
+0
Toes contain screwdriver,
wrench, small drill, etc,...
Web Foot
CYBERLIMB
2
ALPHA
5
Underworld 5
+1
Double swimming speed,
+1 Trait to all Physical
Challenges involving
swimming.
Grip Foot
CYBERLIMB
2
ALPHA
5
Underworld 5
+1
Designed for better
gripping strength. +1 Trait
to all Climbing
Challenges.
Spike Heel Foot
CYBERLIMB
6
ALPHA
5
Underworld 5
+0
Heel spike for climbing or
lethal kicks. 1 Level of
Lethal/Armor Piercing
Damage.

AV Tape Recorder

BUILT-IN

1

ALPHA

5

Underworld 5

+0

2 hour micro cassette
storage, needs ext.
pickup.
VR Deck
BUILT-IN
1
ALPHA
5
Underworld 5
+0
Built in VR Deck.
Digital Recorder
BUILT-IN
1
ALPHA
5
Underworld 5
+0
Digital Chip recorder. Must
download or erase chip.
Storage Space
BUILT-IN
0.5
ALPHA
5
Underworld 5
+0
2"x6" storage space. Can
be locked.
MiniCam
BUILT-IN
2
ALPHA
5
Underworld 5
+0
Pop up Digital Camera
(200 shots)
MiniVid
BUILT-IN
2
ALPHA
5
Underworld 5
+0
Pop up Digital Video
Camera (2 Hours of
recording time.)
Hidden Holster
BUILT-IN
1
ALPHA
5
Underworld 5
+0
Weapon size based on
Body Type.
LCD Screen Readout
BUILT-IN
1
ALPHA
5
Underworld 5
+0
Can be linked to any
output device.
Grenade Launcher
CYBERWEAPON
6
ALPHA
5
Underworld 5
+1
Weapon. Carries 1
grenade of any type.
Micro-Missile Launcher
CYBERWEAPON
6
ALPHA
5
Underworld 5
+1
Weapon. Fired 4 mini-
missiles, 5 Levels of
Lethal Damage per
successful hit.
Popup Gun
CYBERWEAPON
6
ALPHA
5
Underworld 5
+1
Weapon. Size based on
Body Type.
Flame Thrower
CYBERWEAPON
6
ALPHA
5
Underworld 5
+1
Weapon. 3 Levels of
Lethal/Aggravated
Damage 1st turn, 1 Level
of Lethal/Agg. Damage 2
turns after.
Weapon Mount & Link
CYBERWEAPON
3
ALPHA
5
Underworld 5
+0
Mounting plate plus neural
link for 1 weapon.
2 shot Capacitor Laser
CYBERWEAPON
6
ALPHA
5
Underworld 5
+1
Shoulder mounted. As a
laser, only smaller. 2
Levels of Lethal /
Aggravated Damage per
successful hit.
For Abilities for Ability Chips; please refer to Laws of the Night Revised, Laws of the Wyld Revised, Laws of Ascension, The Shining Host,
and Oblivion.